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Messages - AlexxanderX

Pages: [1] 2 3 ... 9
1
Graphics / Re: Errors
« on: February 01, 2017, 07:15:50 am »
Try:
private:
     sf::RenderWindow window = sf::RenderWindow(sf::VideoMode(800, 600), "Test");

2
Window / Re: Aspect ratio confusion
« on: September 28, 2016, 03:19:00 pm »
You can use sf::View:

sf::View view( you fixed aspect ratio size );
window.setView(view);

The last thing to do is to think what will you do with the extra space which will remain on the different aspect ratio screens. I met this problem when working on mobile applications: maybe will help you.

3
General discussions / Re: Learning OpenGL with SFML
« on: September 28, 2016, 02:57:37 pm »
1. Yes, you can use SFML's window & system modules with raw OpenGL, but I'm not sure about graphics module.
3. I'm also learning OpenGL and here are some good lessons: http://learnopengl.com/ and https://open.gl/. (if you wants learn by creating a game you can watch ThinMatrix's series, but they are in Java( pretty easy to translate to C++), but is a good series for beginners).
4. I'm not sure, but from what I know this does not depend on the OS, but the gpu drivers.

I also use GLEW and not the SFML's GL header.

4
Graphics / Re: SFML and Game time
« on: May 26, 2016, 07:44:37 pm »
Maybe this will help Fix Your Timestep!.

5
General / Re: Problem with making simple project
« on: May 12, 2016, 03:43:20 pm »
Just don't use -static-libgcc and -static-libstdc++ if you don't need them statically linked. And I want to say that installing(building) SFML is very easy: just cmake && make.

6
General / Re: Building for Android
« on: April 13, 2016, 10:21:47 am »
If you are using MinGW then you can use: mingw32-make

7
Graphics / Re: Getting nearest sf::RectangleShape
« on: April 04, 2016, 08:20:13 pm »
If you have a lot of rectangles to test against, and the rectangles are all over the screen you could use a quad tree.

8
General / Re: game crashing on draw. Possibly because of pointers.
« on: February 13, 2016, 07:55:44 am »
Maybe use some debug tools and maybe post a complete and minimal code.

9
Network / Re: Socket connect max time
« on: February 10, 2016, 04:25:16 pm »
I don't know if I'm correctly in what I will say but what if the client need more than Timeout to connect to the server?

11
SFML projects / Re: Screenshot Thread
« on: January 01, 2016, 07:10:47 pm »
Reminds me of Settlers of Catan(which I did for a school project a long time ago :D)

Indeed is Settlers of Catan, the new pc version from the company is terrible and I thought it would be a interesting multiplayer project to make. Still need to read about the copyrights about it.

12
SFML projects / Re: Screenshot Thread
« on: January 01, 2016, 03:24:00 pm »
My new multiplayer board game:

13
SFML projects / Re: Thor 2.0 released!
« on: December 30, 2015, 02:03:55 pm »
I get this warning when using the Aurora that come with Thor:
Quote
In file included from E:/Work/Programare/Libs/Thor/include/Thor/Resources/OwnershipModels.hpp:34:0,
                 from E:/Work/Programare/Libs/Thor/include/Thor/Resources.hpp:32,
                 from E:/Work/Programare/Apps/CPP/Katan/Client/include/States/StateMachine.hpp:9,
                 from E:\Work\Programare\Apps\CPP\Katan\Client\src\States\StateMachine.cpp:1:
E:/Work/Programare/Libs/Thor/include/Thor/Resources/OwnershipModels.hpp: In member function 'void thor::detail::TrackingDeleter<R, Map>::operator()(R*)':
E:/Work/Programare/Libs/Thor/extlibs/aurora/include/Aurora/Meta/Templates.hpp:188:57: warning: typedef 'auroraRequireCompleteType' locally defined but not used [-Wunused-local-typedefs]
 #define AURORA_REQUIRE_COMPLETE_TYPE(Type) typedef char auroraRequireCompleteType[(sizeof(Type))]
                                                         ^
E:/Work/Programare/Libs/Thor/include/Thor/Resources/OwnershipModels.hpp:105:4: note: in expansion of macro 'AURORA_REQUIRE_COMPLETE_TYPE'
    AURORA_REQUIRE_COMPLETE_TYPE(R);

14
SFML projects / Re: Thor 2.0 released!
« on: December 30, 2015, 10:14:33 am »
It would be nice if you could separate in modules the library, like SFML. For my game I want just to use the ResourceManager. Anyway, nice ResourceManager implementation.  :D

15
SFML projects / Re: SFNUL
« on: December 17, 2015, 03:18:04 pm »
Thanks for help. One more question: how can I debug the code: I want to say that SFML would return a Status and I would check if the command executed was successfully or not and from what I see in SFNUL the functions return nothing( maybe because they run in thread and do not execute immediately).

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